I'm trying to make a game boy emulator, and I'm using Windows for the graphics (StretchDIBits).
I'm getting screen tearing like this. I tried enabling vsync in graphic settings but nothing changed.
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there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...

I'm resolving some collision between circles and I keep getting this problem.
Note: The rectangles are perfect squares fitting the circles so when I type rect.Width I mean the radius of the circle.
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If I change thread affinity and then create the window used in my OpenGL game it changes the thread affinity to something else. I tracked down the exact API call (ChoosePixelFormat) which changes it ...

I tried following the "Introduction to UE4 Animation and Rigging Tools" tutorial with maya but I dislike maya and don't under stand it so I tried importing the skeleton from the "3rd Person Game with ...

I have a small game made with SDL2 and I want to port it to Windows. Would I hav eto write a lot of #ifdefs to port it or will the very same code work on Windows and Linux? Or is it more complicated?
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I need to render highly readable text, on par with DirectWrite+Cleartype+Truetype. The Cleartype system uses sub-pixel anti-aliasing. DirectWrite takes things a step further and moves letters around ...

I accidently pressed build for iOS and just realized that it might take a few hours to build the project. I tried to kill the unity process in the task manager, but on next start up unity instantly ...

I've been looking for a way to make my Cocos2D-JS app go into fullscreen mode, but there doesn't seem to be much documentation on Cocos2D-JS (or Cocos2D-x-js as some seem to call it.)
This app is to ...

I am trying to make a short text game with c++ to help me learn the language. I have made a version that basically displays texts, waits for an input, once the input is received it displays text, and ...

I have created a windows desktop game using monogame and the Farseer Physics engine (FPE 3.5).
In this game I would like to the user to be able to save the game and continue at a later time.
When I ...

I am working on a Windows game for my university project. In this project I am using a custom TrueType font which is not installed on any university computers. For submission my game is required to ...

I'm not sure if everything's working as it should be or whether I'm just not doing something properly, but I couldn't find anything that discussed this so I thought I'd ask here.
I'm using Monogame ...

I'm working on a tilesheet builder tool for my game to speed up tile creation, and I need to save a generated texture2D as a png. I've tried using the .SaveAsPng function but it isn't implemented in ...

I have a question about the way OS gives CPU time to the applications. Usually when I render my scene with a single object in it I get ~8% CPU usage, but when I stop the framework for further process ...

I have been trying to use OpenGL for two days now. First on Mac, then on Windows. The problem with Mac is that it doesn't support the newer versions of OpenGL. I ran a tutorial that actually did get ...

I can play video which is there in my StreamingAssets folder. But is there a way in which I click a button and the same video gets played in the Windows Media Player. I researched a lot on this but ...

I am trying to set up a shader which takes three input parameters. I have the following code:
GLuint vert = glCreateShader(GL_VERTEX_SHADER);
GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
const ...

What is exactly measured when checking TDR in Windows? What do I need to do in my D3D11 app to tell TDR that long rendering is okay? I've already split the workload into smaller batches, but how do I ...

I've written a game in MonoGame, which works great on my desktop computer. It's running Windows 8, has a good graphics card and can be assumed to be up to date with everything.
However, when I run on ...

I want to develop a game on multiple devices such as PC, Android or IOS.
Want it to be in 1080p, but that means a massive scale down for the smartphones.
I know how to do that, just render everything ...